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 Mage fair "What to see ?"

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Victor_ograygor Posted - 25 Sep 2006 : 21:26:31
What to see at a mage fair?

I am a
DM, and my player´s a going to this larg mage faiir in Arabel.

What are there to see there. plzx come with some iders



Mod Edit: Moved to the correct shelf
30   L A T E S T    R E P L I E S    (Newest First)
Victor_ograygor Posted - 05 Dec 2006 : 17:33:18
quote:
Originally posted by Victor_ograygor

I am a DM, and my player´s a going to this large mage fair outside Arabel.

I give you a chance to create a tent at my mage fair. Please desribe the tent, what's it is doing there and how is responsible for the tent. Are they selling somthing ore showing somthing stage material. Is the tent dark reed, and smell´s strange. ? Let me hear about your tent ? -


I am playing 6 og December.



The game date is mowed to january

I would like to thank you all, this is a realy helping me alot.

Great tent´s Marquant Volker, i will yous them in my campain.
Marquant Volker Posted - 05 Dec 2006 : 15:36:17
hello everybody:
this is my first tent:
its called Symphony of the Multiverse
Imagine a medium tent with blue/white colours mixed with stars,planets, moons patern which they animate. Inside there is a small circle (like a teloportation one) that when a creature enters it and speaks the name of a plane the enviroment inside the tent changes to the one of the spoken planes (with good detail). For safety reasons this is no extra-planar travel but its a illusion, only good alligned or neutral planes can be presented due to Mage fair's rules. You can charge this service or use it to draw possible customers inside the tent to buy books with planar knowledge, exotic magic compomends for extraplanar use, planar maps and planar creatures as pets. At the end of each day a random customer (with a bill of at least 750gp) will receive a Radiant Parrot from the plane of radience for free (Cool pet eh? )

Second tent:
Music and Magic

Marain Wintercloak is a Charming human female wizzard, her husband Pherhos Woodnote is a talented creator of music instruments, their love isnt the only thing they share, but a they have a great passion with music, combined their skills they create magical intruments which upon a verbal command they start to float in the air and perform a limited number of melodies, their latest achievement is to co-ordinate up to 4 into a small orchestra (medium perform). They are selling they intruments but the prizes are high since each one is a magical item, and the limited number of melodies and the lack of verbal (sorry they cant sing...at least for now) makes this busyness one with a small profit. The real reason the "couple" is at the mage fair is that they are Harpers, who are deployed to spy at the mage fair. (from now on its yours Victor ) perhaps they are here to gather info for the red wizzards (if they have a tent) or to steal some artifact, or simply to monitor things around the mage fair

hope you like it :-)
Victor_ograygor Posted - 01 Dec 2006 : 00:30:15
Yes please... come one with all youre tent idears

I was thinking of a red wizard tent.
LucianBarasu Posted - 30 Nov 2006 : 22:09:09
Hey Vic, that enough, or you need more?

*holds up three more tent ideas in his hand*
LucianBarasu Posted - 30 Nov 2006 : 19:29:04
Thanks...it's like this..

We all got a glass of D&D "juice" in us..
when we play too much we get burnt out..
I am now on a small south pacific island, away from my group..and stuck here for years... MY CUP RUNNETH OVER!!!!
I am using these boards as my creative outlet cause I can't get a group to save my life. Anyone gives me a open door like Vick did here, I'm running with it.
Rinonalyrna Fathomlin Posted - 30 Nov 2006 : 19:22:49
Lucian, I like your ideas for the love tent.
LucianBarasu Posted - 30 Nov 2006 : 18:36:57
Don't forget that there HAS to be a tent, small and open with a heavy wooden table in it's front, with mages showing the Glory of Azuth and Mystra. Religion is not always a big part of every mage, some have the knack without the eyes of Gods.

Mages who owe their lives to the gifts of Azuth and Mystra will be there to help convert.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Also, put a few tents with open sides for recruiters for mage schools. Not all mage schools are mysterious and put on talent searches to find the best students to apprentice. Some new school are hurting for funds and will take ANYONE who pays the entry tuition. If they happen to go broke while in school, or fail, well... that is how Mystra shows who has talent and who doesnt...in the mage teacher's eyes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A MUST TENT....
~Lucian Barasu's Spell Components From Afar~

Beholder spittle 85 gold per vial
Aboleth ink 100 gold per vial
Ankheg shell 55gold per oz.
Lich skin 2000gold per 2x2 piece
merfolk gill 100 gold per piece
Kelpie frond 100 gold per frond
Giant blood 30gold per vial
beholder eyestalk 300 gold per stalk
Grell beak 3000 gold
Spider silk 2 gold per bundle
Gorgon hide 200 gold
etc etc etc....
LucianBarasu Posted - 30 Nov 2006 : 18:28:08
~ Dirrwyniok Stickfingers Magical Seminar Tent ~

The players some across a set of three tents 10' X 20' each. All three plain grey tents are end to end to form a long narrow tent.
The players can hear the strangest sounds coming from inside the tent. The sound of metal hitting stone, magical blasts hitting water and the groan of wood beams and chains hitting grass all assault the player's ears. This tent has a strange barker outside it's door.
Gillrek, A kobold in fineries that would make a prince envious is standing atop a st of boxes so he is eye level with humans and shouting things to attract a crowd just like a carnival barker. Swinging a withered cane around, pointing to the tent and making grand boasts, he draws in theplayer's attentions. 20 gold gets you through the door.

The players enter in groups. One group is led in at a timeby a yuthful looking man in his middle ages. His head of hair is full, and his beard is trimmed neatly. Dirrwyniok is his name. Proprietor of the tents you now stand in. His hands are the only thing that show his true age. Like hands of a withered mummy, the bones look as if someone stretched the skin across them. An accdent of trying to alter a shrink spell, Dirrwyniok doesn't mind talking about it. " Experimentation is what progress is built upon" is his mottto.

THere are mini booths within the 3 tents. And Dirrwyniok walks you by each and explains to the group what each is for. the booths show the players that spells are not just for their original purpose.

Booth 1 shows a caster casting spider climb, hanging upside down from a rope, dressed like a rogue, and beneath him is a set of dogs. the dogs sit around a pedistal with a huge gem on it. The mage hanging reaches down after the spell is cast and touches the gem, sticking to it. Using the spell as a pcikpocket ability shows Dirrwyniok has an idea that spells can be used in new and original ways.

Booth 2 shows a mage on one side of a fake stone wall, and a tied up goblin on the other. A pile of small stones sits at the mage's feet. A huge gaudy ring is on on of the hands off the goblin. THe mage picks up a stone, casts a spell then tosses the stone over the fake wall, watching the stone enlarge to a boulder and crush the goblin on the other side. the sounds of chains and rock smashing into meat cuts through the air. Once the show is over and the crowd moves on, the boulder is dispelled and the ring of regeneration kciks in on the goblin and he slowly comes back, angry and sore.

you get the idea...i aint doing every booth , but you get the idea.

LucianBarasu Posted - 30 Nov 2006 : 18:10:42
quote:
Originally posted by Rinonalyrna Fathomlin

Have a tent that features magic and magical items that can be used to enhance one's love life. I am seeing such a tent staffed by an attractive (and very knowledgable) middle-aged woman.




The players come across a tent, huge and expansive. 30' x 30' square with rounded edges. The strong scent of perfume and lavander chokes most who walk by. The pink canvas that makes up the tent is offset by white thick stripes along it's roof. Dagging on the tent's edge is in the shape of hearts. Two barely clad strappingly huge human males stand before the tent's open entry. Wearing nothing but a kilt of brass brigadine under leather, their oiled muscles rippling in the miday sun. In each of their hands is a huge feather, as one would use to fan someone in luxury. hidden beneath the feathery fan is a thin sword, just barely visible to the trained eye.

Once the Players enter, the sight inside makes them pause. They are greeted by the soft gentle sound of the ocean, emanating from someplace magical within the tent. Women float around the interior under flowing gowns of white and lavender giving drinks and inscence to patrons who are lounging on piles of pillows in random spots within the tent. The sounds of the ocean is layered with the occasional forest sounds of bird chirping in the disatance.

A matronly woman, in her fourty summers walks over to the players. Her disarming smile and rounded features puts the players instantly at ease. Her ample frame is barely crushed into the lovely white and yellow dress. She tells the players her name is Yulona, priestess of Sune. She is a purveyor of magical items in the search for furthering one's love within their life.
Potions of charm, "altered" potions of stoneskin ( just affects certain parts of anatomy) Amulets of charisma, Rings ranging from charm to friends to endurance.

Yulona favors beauty and anyone not beautiful, she makes it her goal to sell that person something...ANYTHING in the tent. By people buying her beautification or love items, it furthers her goddess and her purse. She offers players to sit and try any item out while in the tent. If anyone steals from her tent, the item is cursed and will begin to subtract charisma from the person at a rate of (you pick). Yulona will offer anything that she can to help those who shop in her tent, and will cut prices if she knows it will go to helping beautify the Realms.


Rinonalyrna Fathomlin Posted - 30 Nov 2006 : 17:55:54
Have a tent that features magic and magical items that can be used to enhance one's love life. I am seeing such a tent staffed by an attractive (and very knowledgable) middle-aged woman.
Victor_ograygor Posted - 30 Nov 2006 : 10:13:17
Thats great i like the "Three Wyverns Magic Emporium tent". Good idear, This tent will be in my mage fair thanks

Youre welcome. I aprisate youre work Kuje...
LucianBarasu Posted - 30 Nov 2006 : 07:42:42
Well since you're playing on the date after my birthday i'll give ya a tent.

The players come upon a 20ft x 10ft green and purple sectioned tent. The massive tent is flying banners at the two tops with flags with three wyverns stacked atop a tower. A sign above the entry says "Three Wyverns Magic Emporium"
The scent of burnt willow wood from a fire and very sweet honey mead inside wafts out into the crowd and the player's noses. THe soud of a squaking birdlike creature echoes from inside as well.
The players enter the tent, spotting rarities from all over the region. A blinded cocktrice in a cage flap it's clipped wings sits in a corner, as mages and sorcerers alike poke around the tent's items. Table and platforms ring the tent's interior, and a mage in a long purple robe with a green vest and cloak over it watches each of the shoppers. The old wizard still with black peppered through his beard smiles and greets the players. Sir Dubois "the Wyvern" Parsirchinaoll introduces the players to his wares inside.
The Three Wyverns school and empoium specializes in rings and magical jewlery. Tables with hundreds of differently gemmed and ornately carved rings of iron, silver and gold. A few rarer metal and ems are littered throughout the tables. Sir Dubois attests that he can alter a ring to completely mask and copy any magical effect any other item in the realms can to. A ring of Keen and sharpness is specially created for monks of the Yellow Rose, which has now been made available to other fist fighting martial art classes are just one example.
Most people know the inside joke of the Three Wyverns school, and thge PCs can find out about this joke only AFTER they make a few purchases... Most say the Three Wyverns school is named that because it usually takes them three times to make anything worth the costs of materials. 66% of items bought from the Thre Wyverns Emporium either only work once ( i.e. the magic doesn't take) or the items works with semi effective results. (Rings of flying only can lift up half the body, two are needed to lift a normal person. or Rings of Giant growth only made the PC's ring hand and arm grow to a giant's size. THAT arm DOES have giant strength, just that the PC's body can't lift the arm effectively.) IF the PCs pick up a ring on the table, it will ALWAYS be a working one. The PCs may not walk outwearing the items, due to a spell on the items cast to make them null if they leave the tent enchanted. Sir Dubois takes the ring or jewlery piece and places it on a small marbel table behind the ring table and cast a minor spell dispelling the enchanment on the ring to allow it to leave. (roll d00, 34+ the dispell has reacted badly to the original ring's magical effect and turns it to one like the two listed above.)
Hilarity ensues...
Kuje Posted - 30 Nov 2006 : 05:43:26
Hmmm. This thread gives me some ideas for a Compendium article. I've been pondering over a place to set a article or a theme and now maybe I found one. Scribbles down some notes. :)
Victor_ograygor Posted - 30 Nov 2006 : 05:32:58
Its great good work Ergdusch. This tent will be in my mage fair thanks
Delzounblood Posted - 29 Nov 2006 : 12:25:51
Nice


Delz
Ergdusch Posted - 29 Nov 2006 : 10:48:54
Alright - here is my tent:

Its a rather small tent, no more than 6 square meters. It has stripes blue white running from top to bottom (vertical?). No noise comes from inside and no sign is posted outside. Only a rather bored looking guard in chainmail and with a badly polished Helbard stands next to the entrance waiting for costumers. If anyone wants to enter he opens the tent for them. However, only one customer may enter the tent at a time.

Inside sits a rather fussy looking gnome in black yellowish robes, a bold head and uncept wild beard behind a low table offering the customer to take a seat across from him, where a carpet and comfortable pillows are spread out across the flour. The tent is enligtend by red candles and is comfortably warm. It smells of exotic insenses and a yellow singing bird hopps around excitedly in his cage, which is dangling from the ceiling of the tent.
The gnome proclames to be 'Theolomaio' (HIS NAME), a fortune teller. He may cast minor divinations for money and lais cards for 1 gp. If asked for anything 'special' he offers a very rare and lasting game experience in exchange for a magical item of no miner value (at least 2000 GP). From his he than produces a card game in a leather case, which is nothing less than a "Deck of many things". (See the DMG for discription)

Imagine the excitement once a player has summoned a minor death to fight against.


Let me know if you used it.

Greets, Ergdusch
Victor_ograygor Posted - 08 Nov 2006 : 09:51:47
I am a DM, and my player´s a going to this large mage fair outside Arabel.

I give you a chance to create a tent at my mage fair. Please desribe the tent, what's it is doing there and how is responsible for the tent. Are they selling somthing ore showing somthing stage material. Is the tent dark reed, and smell´s strange. ? Let me hear about your tent ? -


I am playing 6 og December.
Haman Posted - 24 Oct 2006 : 09:30:08
No problem Vic....

When I ran that session, I added a few other things from off the top of my noggin. See if they sound decent:

-There was a series of tents set up, where wizards could go in and run a gambit of challenges. Basically, you started at one end, and the hole goal was to guess what spells people were casting. The one going through payed a small wager (I think it was like 100 gold) and went down the line. The first wizard would be casting a simple "magic Missile" or something of that nature, and the contestent had to guess by gestures and hearing the words (the spells of course wouldn't go off...there was a dampening field). The player rolled spellcraft with a simple DC. If they made it, they went to the next booth, which had a nother wizard casting, just harder this time. The DC's would go up as the spells got more complex (adding in things like a "Stilled" Fireball for instance). If the contestent missed one, they were out and won whatever prize they qualified for...I think one of my players won a wand of summon creature III (of course with the companies logo emblazoned on the shaft!).

-Another area was set up for spell duels, my players did really well there...

-And of course the late night drinking tents. Let me tell ya, you can have a blast (sometimes literally!) with a bunch of drunken wizards trying to show off to each other...

Hope some of those help.
Victor_ograygor Posted - 24 Oct 2006 : 07:45:50
Okat back to the topic, this topic is about (What to see at a mage fair?) If you have some
ifo, on this plz post it here.

Thanks Haman, this was realy great. Thanks!
Wooly Rupert Posted - 23 Oct 2006 : 20:32:36
Ahem.

Topic......................................................................... Us.

There's a little too much distance between those two things.
Mace Hammerhand Posted - 23 Oct 2006 : 20:14:29
Alustriel, the fair mage, at a mage fair, treats mages fair, that fair mage
Wooly Rupert Posted - 23 Oct 2006 : 20:02:32
quote:
Originally posted by Mace Hammerhand

What is a fair mage?

We don't have comeliness scores anymore...maybe I'll have to get the Book of Erotic Fantasy...



Well, we do have many fair mages, like Kyriani, Alustriel, Laeral, etc...
Mace Hammerhand Posted - 23 Oct 2006 : 19:30:10
What is a fair mage?

We don't have comeliness scores anymore...maybe I'll have to get the Book of Erotic Fantasy...
Haman Posted - 23 Oct 2006 : 02:19:36
I asked Ed awhile back about Mage Fairs and he gave me this excellent answer:

--------------------------------------------------------------------

Hello, all. Ed makes reply to Haman:



MageFairs - - what fun! Your chief sources of published Realmslore on these events are indeed the sources you’re already familiar with: MAGIC OF FAERUN and my short story “Elminster At the MageFair,” originally published in REALMS OF VALOR and recently reprinted in BEST OF THE REALMS Volume 1. Yes, they make wonderful roleplaying settings.
Let’s delve into your questions:
First, there are “mage fairs” and there is THE annual MageFair. I’m not going to discuss the small local ones, because they vary tremendously, are indeed essentially like our real-world flea markets and gaming conventions (as your questions lead me to believe you already see them as), and you can tailor their sizes, rules, and essential nature to whatever you want them to be for your campaign needs. What’s in the MAGIC OF FAERUN covers them forwards, backwards, and sideways for those who need 3e rules.
Many realms and cities ban the small local magical fairs, but I’m not aware of anyone banning MageFairs. Such bans would be meaningless fiction anyway, because the wizards who hold them pay no attention to the decrees of kings. MageFairs (the big annual sort) are never held in cities or populated areas anyway, but only in remote wilderlands (often inhospitable rock badlands, deserts, or the like), as they can be dangerous to non-magical folk - - and said folk knowing the precise time and location of a great arcane gathering might well be dangerous to the wizards and sorcerers taking part.
In general, those who ban the small local fairs do so because their rule is insecure and they fear wizards entering “their” territory, or wreaking destruction there - - or they fear someone selling magic or hiring their spellcasting services out to a foe or rival, who will then challenge their rule. In rarer cases (Rashemen and Thay are examples, and in elder days, Athalantar would have been, too), mage fairs aren’t wanted because the rulers or inhabitants of a land want themselves to be the only users of magic in it; no groups or gatherings of magically-powerful outlanders are welcome.
THE MageFair moves from place to place, the locale for any given year clearly shown (with location; usually the dream is of “soaring over anything” from one’s sleep location to the spot) to the everchanging Council who run them by mind-visions sent by Azuth (who also ‘chooses’ every year’s Council, revealing the Council members to each other in dreams). No one except the Chosen, Azuth and Mystra and their servants, and the Council know the location of an annual MageFair until three mornings beforehand. All other arcane spellcasters are reminded in dreams of the impending event, and passwords (not always the same one for everyone) are ‘mind-whispered’ to them. To get in, one must travel to outside the wards of a MageFair (attempts to translocate past them will result in severe mind-pain, and failure of the magic), give the password to a sentinel-mage, and demonstrate magical ability to that sentinel by casting (any) spell (of the attendee’s choice).
Anyone who just tries to burst through the wards should be warned that unless a sentinel lets them through - - something that happens invisibly, silently, and without apparent spellcasting - - or they happen to be a Chosen or other powerful servant of Azuth or Mystra ‘attuned to the Weave’ [such individuals can ‘step around’ the wards, and bring companions who lack such powers along with them, unharmed] the wards will act as a Prismatic Wall spell, plus several additional ‘inner curtain’ effects if the prismatic effects are breached. Spells sent against the wards usually encounter spell reflection. (The wards have all these fearsome effects in one direction only: from outside to inside. They don’t even seem to exist, to creatures and spells moving from inside to outside.)
The Council, usually about a dozen strong and usually including at least two experienced members (who’ve been on previous Councils), are responsible for checking and securing the site, casting the wards (which Azuth channels through them, achieving magical defenses far stronger than they could cast unaided, and somewhat mysterious to everyone - - yes, including Council members - - in structure if not in workings; everyone knows what they do, but it’s almost impossible to breach or dispel them, because Azuth changes their nature every year), and arranging the schedule, any trials or demonstrations, who will be allowed as a vendor and precisely what they’ll be allowed to sell, and so on. Azuth always rewards Council members (usually with new spells placed in their spellbooks) afterwards, so very few of them worry about any costs in time or coin of these preparations.
MageFairs have conduct rules and traditions (events, such as spell-hurling duels, that are always held), but their chief value is in socialization: mastering arcane spells, like writing, is an essentially lonely occupation, and MageFairs provide a way for wizards and sorcerers to get to know each other. Many of them, despite legendary feuds and the arrogance and eccentricity exhibited by so many wizards and sorcerers, soon come to look upon MageFairs as high points of their year, where they get to see old friends (in some cases, make trades, do business, get drunk, or even make love with old friends). Hmmm, rather like GenCon, though there were no GenCons (or D&D, for that matter) when I created MageFairs. :}
Yes, most of the ‘big names’ make at least a brief appearance, even if heavily disguised or by ‘riding the eyes’ (by spell, from afar) of agents who attend for them. They simply don’t want to be ‘out of the loop’ as much as they will be if they miss MageFair after MageFair. Yes, there are lectures and demonstrations. No, there are no autograph booths, though a certain sort of wizard (usually the short, pompous types who never go adventuring, but who make a good living selling blank spellbooks, spell inks, and potions to others) exchanges what can only be described as business cards. Most of the time they’re gab-and-chatter-fests. Friends of the Council members work frantically making meals and dispensing drinkables for three days and nights, and then collapse from exhaustion, to be magically whisked back to their homes, and made much richer for their efforts.
Azuth and Mystra consider MageFairs vital in keeping magic-use healthy, strong, and ever-growing, and even the wizards who hate crowds and especially detest other wizards admit that MageFairs are the best way to hear the news, spread warnings (especially of lands that have passed laws affecting spell use, but also of wild magic, unleashed monsters, and other perils). They also gather many arcane spellcasters together for Azuth and Mystra (and their servants) to observe and judge and impart things swiftly to. Would-be troublemakers are warned that servants of those two deities, as well as the visible sentinel-mages, watch events closely. One MIGHT get away with deftly and swiftly murdering a fellow wizard, but attempts to release a spreading spell, poisonous gas or dust, germs, or other means of affecting many arcane spellcasters will be noticed and foiled - - and the perpetrators shapechanged into something helpless for a decade or so.
As for tales of colourful events at MageFairs: I have hundreds, but let me leave you with just one (now prevented by the altered wards, which govern the area within them as well as being an outer sphere of defense): a clever ‘virus illusion’ passed from person to person by touch or eye contact, that swapped illusory faces of everyone ‘in the virus,’ randomly and every third breath drawn by the caster. This led to many moments of shock and horror as wizards discovered themselves apparently in bed with someone other than their expected partner, and so on. It went on and on, most disconcertingly, and the caster then started to ‘mix in’ monster likenesses, which led to several spell-attacks - - and an angry Azuth personally appearing to set things right.
Oh, all right, TWO stories: an attempt to steal a wand with a snatch-from-afar spell that was twisted by a defensive spell akin to a mantle into an unintended-by-anyone effect that snatched random garments off wizards, OR teleported them straight up, from twenty to eighty feet aloft, to hover motionless and then teleport right back to their starting-points. This, too, went on and on, with progressively barer mages popping up into the sky here, there, and everywhere - - until Mystra ended it by altering the wards to deny all translocation spells but create a ‘fly field,’ wherein everyone could fly, and hurling several magic items into their midst, causing a wild rumble-and-chase game to occur.
Most of the other tales I could tell involve long explanations of why certain events triggered feuds, so . . . you’ll just have to wait for books and short stories as yet unwritten, I guess.
I hope this has been of help.

-----------------------------------------------------------------------------------

I used the info he kindly gave, and ran a fantastic session with my group. Hope it helps you as much as it did me.
Kalin Agrivar Posted - 13 Oct 2006 : 17:51:31
quote:
Originally posted by Victor_ograygor

Ok lets say it is placed away from any settlement. How should i take care of trubel makers.



I think there would be hired or volinteer high-level casters to help keep the peace...quite possible clergy of Azouth or Mystra...maybe powerful magical creatures like dragons or celestail servants of the powers of magic

Think of it as instead of a wizard's fair but as a gunslinger fair...most everyone there is a rival and a threat to each other but they all want a neutral place for trade, competition, etc. and they need to keep it peaceful so they can do so...no one wants to "draw" first and get blown away by everyone else..
Victor_ograygor Posted - 13 Oct 2006 : 17:45:24
Ok lets say it is placed away from any settlement. How should i take care of trubel makers.
Kalin Agrivar Posted - 13 Oct 2006 : 17:10:39
quote:
Originally posted by Victor_ograygor

Okay i will start thanking you all for ure ripleys on this matter "What to at a mage fair?"
The mage fair are going to take place outside Arebel, but how should i take care of trubel makers. Ofcause there are war wizards, but the party has a habit making trouble. I know this sounds stupid, but what would you do as a DM.



I understood the mage fairs are supposed to placed far away from any settlement, usually in some forgotten corner of the wildreness or greatly hidden to protect the magic users, protect any surrounding settlement and to weed out any gawkers and on-lookers
Victor_ograygor Posted - 13 Oct 2006 : 17:03:57
Okay i will start thanking you all for ure ripleys on this matter "What to at a mage fair?"
The mage fair are going to take place outside Arebel, but how should i take care of trubel makers. Ofcause there are war wizards, but the party has a habit making trouble. I know this sounds stupid, but what would you do as a DM.
Asgetrion Posted - 28 Sep 2006 : 20:07:17
I also suggest reading the 'Mage Fair' content in Magic of Faerûn. It gives you a good glimpse at what may be found at such an occasion. Also, Ed's short story (as suggested by other scribes and sages) gives a possible plot hooks, NPC choices for the event.
Calrond Posted - 28 Sep 2006 : 17:12:41
quote:
- unique creatures are being shown, one of them a mighty manticor but infact not more than an old lion enspelled with a good illusion...


Nice "The Last Unicorn" reference. :D

Anyone or anything (animal, plant, object) could be a wizard in disguise.

Wizards showing new spells they have only just finished (and might not have perfected?)

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